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Functions6,863 in github.com/Aleph-One-Marathon/alephone

↓ 2 callersFunctionpack_damage_definition
Source_Files/GameWorld/map_constructors.cpp:2070
↓ 2 callersFunctionpack_polygon_data
Source_Files/GameWorld/map_constructors.cpp:1473
↓ 2 callersFunctionpack_recording_header
Source_Files/Misc/vbl.cpp:1119
↓ 2 callersFunctionpack_static_light_data
Source_Files/GameWorld/lightsource.cpp:600
↓ 2 callersFunctionpack_static_platform_data
Source_Files/GameWorld/platforms.cpp:1132
↓ 2 callersFunctionpack_wad_header
Source_Files/Files/wad.cpp:1393
↓ 2 callersFunctionpacked_terminal_length
Source_Files/RenderOther/computer_interface.cpp:2624
↓ 2 callersFunctionpairsmeta
Source_Files/Lua/lbaselib.c:196
↓ 2 callersMethodparse
Source_Files/shell_options.cpp:108
↓ 2 callersFunctionparseFile
Source_Files/RenderMain/OGL_Shader.cpp:161
↓ 2 callersFunctionparse_bounding_box
Source_Files/ModelView/Dim3_Loader.cpp:86
↓ 2 callersFunctionparse_keymap
Source_Files/Misc/vbl.cpp:1229
↓ 2 callersFunctionpatchtestreg
Source_Files/Lua/lcode.c:131
↓ 2 callersFunctionphysics_file_is_m1
Source_Files/Files/import_definitions.cpp:92
↓ 2 callersFunctionplace_initial_objects
* * Function: place_initial_objects * Purpose: This places items and monsters according to the data that was given to me through * load_
Source_Files/GameWorld/placement.cpp:190
↓ 2 callersFunctionplay_side_sound
Source_Files/GameWorld/map.cpp:2517
↓ 2 callersMethodplayer
Source_Files/Network/network_messages.h:95
↓ 2 callersFunctionplayer_acknowledged_up_to_tick
Source_Files/Network/network_star_hub.cpp:940
↓ 2 callersFunctionplayer_identifier_doesnt_auto_switch_weapons
Source_Files/GameWorld/map.h:229
↓ 2 callersFunctionplayer_is_ignored
Source_Files/Network/network.cpp:214
↓ 2 callersFunctionplayer_provided_flags_from_tick_to_tick
Returns true if we now have enough data to send at least one new tick
Source_Files/Network/network_star_hub.cpp:1077
↓ 2 callersFunctionplayer_weapon_has_ammo
Source_Files/GameWorld/weapons.cpp:2598
↓ 2 callersFunctionplm_audio_decode
Source_Files/Videos/pl_mpeg.h:3868
↓ 2 callersFunctionplm_audio_has_header
Source_Files/Videos/pl_mpeg.h:3832
↓ 2 callersFunctionplm_audio_rewind
Source_Files/Videos/pl_mpeg.h:3857
↓ 2 callersFunctionplm_buffer_create_with_file
Source_Files/Videos/pl_mpeg.h:1397
↓ 2 callersFunctionplm_buffer_get_size
Source_Files/Videos/pl_mpeg.h:1453
↓ 2 callersFunctionplm_buffer_seek
Source_Files/Videos/pl_mpeg.h:1509
↓ 2 callersFunctionplm_buffer_signal_end
Source_Files/Videos/pl_mpeg.h:1496
↓ 2 callersFunctionplm_buffer_skip_bytes
Source_Files/Videos/pl_mpeg.h:1622
↓ 2 callersFunctionplm_decode
Source_Files/Videos/pl_mpeg.h:1094
↓ 2 callersFunctionplm_demux_get_num_audio_streams
Source_Files/Videos/pl_mpeg.h:1852
↓ 2 callersFunctionplm_demux_get_num_video_streams
Source_Files/Videos/pl_mpeg.h:1846
↓ 2 callersFunctionplm_demux_get_packet
Source_Files/Videos/pl_mpeg.h:2180
↓ 2 callersFunctionplm_demux_rewind
Source_Files/Videos/pl_mpeg.h:1858
↓ 2 callersFunctionplm_destroy
Source_Files/Videos/pl_mpeg.h:917
↓ 2 callersFunctionplm_get_num_audio_streams
Source_Files/Videos/pl_mpeg.h:1033
↓ 2 callersFunctionplm_read_packets
Source_Files/Videos/pl_mpeg.h:1212
↓ 2 callersFunctionplm_set_audio_enabled
Source_Files/Videos/pl_mpeg.h:965
↓ 2 callersFunctionplm_video_decode_sequence_header
Source_Files/Videos/pl_mpeg.h:2854
↓ 2 callersFunctionplm_video_idct
Source_Files/Videos/pl_mpeg.h:3452
↓ 2 callersFunctionplm_video_predict_macroblock
Source_Files/Videos/pl_mpeg.h:3200
↓ 2 callersFunctionplm_video_rewind
Source_Files/Videos/pl_mpeg.h:2757
↓ 2 callersFunctionpoint_in_polygon
Source_Files/GameWorld/map.cpp:1304
↓ 2 callersFunctionpoint_in_rectangle
Source_Files/Misc/interface.cpp:3136
↓ 2 callersFunctionpoint_is_player_visible
we used to check to see that the point in question was within the player’s view cone, but that was queer because stuff would appear behind him all th
Source_Files/GameWorld/map.cpp:2149
↓ 2 callersFunctionpolygon_is_valid_for_object_drop
* * Function: polygon_is_valid_for_object_drop * Purpose: decide if we can drop an object in this polygon. * ************************************
Source_Files/GameWorld/placement.cpp:667
↓ 2 callersFunctionprecalculate_bitmap_row_addresses
must initialize bytes_per_row, height and row_address[0] */
Source_Files/RenderMain/textures.cpp:111
↓ 2 callersFunctionpreflight_projectile
false means don’t fire this (it’s in a floor or ceiling or outside of the map), otherwise the monster that was intersected first (or NONE) is returne
Source_Files/GameWorld/projectiles.cpp:181
↓ 2 callersFunctionpreinit_state
** preinitialize a state with consistent values without allocating ** any memory (to avoid errors) */
Source_Files/Lua/lstate.c:202
↓ 2 callersFunctionprint_usage
Source_Files/shell_options.cpp:218
↓ 2 callersMethodproc
Source_Files/Misc/sdl_widgets.cpp:2404
↓ 2 callersFunctionprocess_action_flags
Source_Files/Misc/vbl.cpp:350
↓ 2 callersFunctionprocess_aim_input
Source_Files/GameWorld/physics.cpp:320
↓ 2 callersFunctionprocess_event
Source_Files/shell.cpp:1352
↓ 2 callersFunctionprocess_network_physics_model
Source_Files/Files/import_definitions.cpp:191
↓ 2 callersFunctionprogress_dialog_event
Source_Files/Network/network_dialogs.cpp:3054
↓ 2 callersFunctionpropagatemark
** traverse one gray object, turning it to black (except for threads, ** which are always gray). */
Source_Files/Lua/lgc.c:514
↓ 2 callersFunctionpushglobalfuncname
Source_Files/Lua/lauxlib.c:67
↓ 2 callersFunctionput_rounds_into_weapon
Source_Files/GameWorld/weapons.cpp:2310
↓ 2 callersFunctionrandom_point_on_circle
find an (x,y) and polygon_index for a random point on the given circle, at the same height as the center point */
Source_Files/GameWorld/map.cpp:2339
↓ 2 callersFunctionray_to_line_segment
given the ray p0,theta,d, calculate a point p1 such that p1 is on the ray but still inside the [-32k,32k] bounds of our map. p0 can be the same as p1
Source_Files/GameWorld/map.cpp:1957
↓ 2 callersFunctionreadPipe
Steam/steamshim_parent.cpp:70
↓ 2 callersMethodread_damage
Source_Files/XML/InfoTree.cpp:303
↓ 2 callersFunctionread_indexed_directory_data
This searches the directories for the given index, to allow for special replacements. */
Source_Files/Files/wad.cpp:1058
↓ 2 callersFunctionread_indexed_wad_from_file_into_buffer
Internal function.. */
Source_Files/Files/wad.cpp:1142
↓ 2 callersFunctionread_long_string
Source_Files/Lua/llex.c:267
↓ 2 callersFunctionread_sign_val
Source_Files/RenderMain/OGL_Model_Def.cpp:657
↓ 2 callersMethodread_wu
Source_Files/XML/InfoTree.cpp:125
↓ 2 callersFunctionreadhexa
Source_Files/Lua/lobject.c:105
↓ 2 callersFunctionreallocate_dynamic_limits
Source_Files/GameWorld/dynamic_limits.cpp:113
↓ 2 callersFunctionrecalculate_map_counts
for saving or whatever; finds the highest used index plus one for objects, monsters, projectiles and effects */
Source_Files/GameWorld/map.cpp:2045
↓ 2 callersFunctionrecalculate_side_type
Source_Files/GameWorld/map_constructors.cpp:121
↓ 2 callersMethodreceive
Source_Files/Network/NetworkInterface.cpp:89
↓ 2 callersMethodreceivedChatMessage
Source_Files/Network/Metaserver/metaserver_dialogs.cpp:224
↓ 2 callersMethodreceivedPrivateMessage
Source_Files/Network/Metaserver/metaserver_dialogs.cpp:237
↓ 2 callersFunctionrecenter_mouse
Source_Files/Input/mouse_sdl.cpp:84
↓ 2 callersFunctionrecfield
Source_Files/Lua/lparser.c:652
↓ 2 callersFunctionrecreate_player
The player just changed map levels, recreate him, and all of the objects */ associated with him. */
Source_Files/GameWorld/player.cpp:1724
↓ 2 callersMethodregister_receive_async
Source_Files/Network/NetworkInterface.cpp:100
↓ 2 callersFunctionremove_ephemera
Source_Files/GameWorld/ephemera.cpp:137
↓ 2 callersFunctionremovevalues
Source_Files/Lua/lcode.c:144
↓ 2 callersFunctionrephase_light
Source_Files/GameWorld/lightsource.cpp:366
↓ 2 callersFunctionreset_action_queues
ZZZ addition: need to reset (potentially) multiple sets of ActionQueues, not just the RealActionQueues. This function doesn't necessarily belong in th
Source_Files/GameWorld/player.cpp:546
↓ 2 callersFunctionreset_other_queues
ZZZ: need to reset other queues now besides just the RealActionQueues This doesn't necessarily belong in this file, but I wasn't sure quite where to p
Source_Files/GameWorld/player.cpp:494
↓ 2 callersFunctionreset_trigger_data
-------- general static code */
Source_Files/GameWorld/weapons.cpp:1612
↓ 2 callersMethodresolve_address
Source_Files/Network/NetworkInterface.cpp:206
↓ 2 callersFunctionrestore_custom_player_behavior_modifiers
Source_Files/Misc/preferences.cpp:4505
↓ 2 callersFunctionreverse_flood_map
walks backwards from the last node expanded, returning polygons as it goes; returns NONE when there are no more polygons to return. this is useful f
Source_Files/GameWorld/flood_map.cpp:222
↓ 2 callersFunctionrevive_player
We can rebuild him!! */
Source_Files/GameWorld/player.cpp:1656
↓ 2 callersMethodright_arrow
Source_Files/Misc/Console.cpp:277
↓ 2 callersMethodroomName
Source_Files/Network/Metaserver/metaserver_messages.cpp:325
↓ 2 callersMethodroomServerAddress
Source_Files/Network/Metaserver/metaserver_messages.h:312
↓ 2 callersMethodsalt
Source_Files/Network/Metaserver/metaserver_messages.h:224
↓ 2 callersMethodsave_ini
Source_Files/XML/InfoTree.cpp:103
↓ 2 callersFunctionsave_recording_queue_chunk
* * Function: save_recording_queue_chunk * Purpose: saves one chunk of the queue to the recording file, using run-length encoding. * ************
Source_Files/Misc/vbl.cpp:390
↓ 2 callersFunctionsaved_game_was_networked
Source_Files/XML/QuickSave.cpp:410
↓ 2 callersFunctionscroll_inventory
Source_Files/RenderOther/game_window.cpp:386
↓ 2 callersFunctionselect_next_weapon
Source_Files/GameWorld/weapons.cpp:1670
↓ 2 callersFunctionsend_frame_to_local_hub
Source_Files/Network/network_star_spoke.cpp:149
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